Guild : NNK
Zacharyay
hi
will Turrets skills can make the key to lock on the target by manual?
i think now they a better then before but same hard to control
when you fight with 1+ of enemy
specifically you are using rifle , bomb or some multi target skill
So… can we expect Power Shoes becoming an alternative to mandatory Speedy Kits and moved to Adept tier to provide us a meaningful choice? (yes i know u will make it permanent speed boost, but hey, speedy kits are also permanent!)
I guess not though cos you don’t even read this thread anymore.
(edited by dragonkain.3984)
I guess they never read it. This is not a discussion thread it is a thread: we have a patch ready this are the patch notes. Take it, we do not change it.
Master tier traits
Some good suggestions on builds that might open up if we improve some of the master tier traits would be good to see. Here is a pretty decent list of master tier traits that I still find underwhelming.Explosive Powder, Enhance Performance, Power Showes, Elite Supplies, Deadly Mixture, Potent Elixirs, Packaged Stimulents, Power Wrench, Leg Mods.
Keep the discussion going and let’s see if we can find some room in those traits to bring those trait lines some more into play.
We won’t be able to address all of the concerns, but we will address the most pressing if we can.
Thanks,
Jon
Hopefully you are still keeping tabs on this thread Jon and…Its not that deadly mixture is underwhelming, its that the power portions on flame jet/tranquilizer dart is underwhelming as a whole. A straight damage bonus increase to potent elixirs might make flameblast/acid bomb a little over the top so instead imo the auto attacks should get a power buff to bring out the potential of deadly mixture.
..or maybe you can also add to its effect a small chance to remove a boon per hit thanks to whatever mixture you mixed the flamethrower with. It would synergize nicely with the flamethrower and might make it a weapon you do want to keep its distance away from. It can open up the ft as a boon removal build
(edited by Penguin.5197)
I guess they never read it. This is not a discussion thread it is a thread: we have a patch ready this are the patch notes. Take it, we do not change it.
Due to the fact that the patch notes changed 6 times based on our feedback, I do not understand why your making false statements. Particularly since the fact that they responded to post in this thread. The facts completely contradict your statement.
I’ve always regarded it as one of the defining characteristics of the Engie, given the traits that synergize with endurance, and one of the few clearly intended synergies in an otherwise bafflingly structured trait layout.
Well if it’s a “defining trait”, then it’s odd that it’s also a common feature on some other classes (Mesmer would be the one I can easily judge, I got perma-vigor on her, too ).
Is Toss Elixir S buged, or You forgot about it, underwater Toss still got old randome version stealth & stability.
Underwater toolbelt skills are usually overlooked. The rocket turret toolbelt skill is unuseable underwater, because it wants us to target an area instead of locking on targeted enemy. I believe Toss Elixir H still doesnt cure a condition when the cleansing formula trait is equiped, though i havent tried it for months now, so that might be fixed.
Underwater toolbelt skills are usually overlooked. The rocket turret toolbelt skill is unuseable underwater, because it wants us to target an area instead of locking on targeted enemy. I believe Toss Elixir H still doesnt cure a condition when the cleansing formula trait is equiped, though i havent tried it for months now, so that might be fixed.
yes the rocket turret underwater skill is essentially unusable.
Many things are useless under water. I wouldn’t generally dislike underwater play, but 3/4 of my utilities do not work under water. Most of my traits under water are invalid, because I am forced to use different skills.
haha I personally think engineers shine more underwater. while others are stuck with 1 underwater weapon. engis have 1 + all available kits( that is avalable underwater). aka underwater grenades are actually targetable so you dont have to point and click :P turrets underwater become useful again. too bad this wont happen above water…
and a good thing too. At least we can actually do things underwater, i heard a warrior once say that engies are the second most powerful UW. That is good….
…buuuut i dont think it should happen like this. We have stuff that is amazing down there, other stuff that becomes actually useful, and then there are things that are somehow allowed underwater, but clearly doesnt work. And i didnt even touch the bugs or the exploits yet. I might be sarcastic here, but us being good with some skills Underwater is as much an oversight as the countless issues we have unaddressed. It just feels like blind luck.
•Explosives V – Incendiary Powder. Moved to Master tier.
Juggernaut Tank build nerfed. Engineer deleted
•Explosives V – Incendiary Powder. Moved to Master tier.
Juggernaut Tank build nerfed. Engineer deleted
What does a burning condition trait have to do with nerfing a almost purely power based kit? I don’t get it.
•Explosives V – Incendiary Powder. Moved to Master tier.
Juggernaut Tank build nerfed. Engineer deleted
What does a burning condition trait have to do with nerfing a almost purely power based kit? I don’t get it.
10-20% increased damage on burning targets with FT equipped
Yet you state it as if it is an issue that ruined one build, thats not truly the case. Granted, I am not happy about the change, but to suggest that it effects this builds so specifically is foolish. This will have an effect on very many builds.
Many things are useless under water. I wouldn’t generally dislike underwater play, but 3/4 of my utilities do not work under water. Most of my traits under water are invalid, because I am forced to use different skills.
And I wouldn’t even mind the second part, if most skills would work in the first place. I could live with a handful being technically problematic.
What does “Explosives V – Incendiary Powder” do? :o Have no access to the wiki here :s
What does “Explosives V – Incendiary Powder” do? :o Have no access to the wiki here :s
Incendiary Powder
Critical hits inflict burning.
Burning.png Burning: 4 s (1312 damage)
— In-game description
Category:
Explosives traits
You forgot the 10s internal cooldown of the trait, though.
So nothing really worth taking i guess ö.ö Even the FT was better combined with that elixier might stack stuff and might dura. But personally I think the FT’s damage is pathetic so I won’t take it anymore. I played it about a week but even with 25 stacks might it’s damage is so low. Also grants no cc and utility, why take it? IMO
So nothing really worth taking i guess ö.ö Even the FT was better combined with that elixier might stack stuff and might dura. But personally I think the FT’s damage is pathetic so I won’t take it anymore. I played it about a week but even with 25 stacks might it’s damage is so low. Also grants no cc and utility, why take it? IMO
No CC and utility??!?!?!??! Did you even look at the #3,4,and 5 skills? I do agree damage is rather subpar, but bro the lowest cooldown aoe knockback/reflect? Longest fire field in the game?? Point blank AoE blind on instant cast even while downed??? And if traited will stack might and give an extra 20 trait points worth of toughness!! The flamer is a very utilitarian weapon
And I wouldn’t even mind the second part, if most skills would work in the first place. I could live with a handful being technically problematic.
And what skills “do not work in the first place” that are relevant to the discussion incendiary powder?
So nothing really worth taking i guess ö.ö Even the FT was better combined with that elixier might stack stuff and might dura. But personally I think the FT’s damage is pathetic so I won’t take it anymore. I played it about a week but even with 25 stacks might it’s damage is so low. Also grants no cc and utility, why take it? IMO
No CC and utility??!?!?!??! Did you even look at the #3,4,and 5 skills? I do agree damage is rather subpar, but bro the lowest cooldown aoe knockback/reflect? Longest fire field in the game?? Point blank AoE blind on instant cast even while downed??? And if traited will stack might and give an extra 20 trait points worth of toughness!! The flamer is a very utilitarian weapon
1 hits like a Mesmer auto attack over 2 seconds, so to trait the FT for might is just wasted, even with full stacks of might the damage is pathetic. The AoE (2 i guess) is pretty strong imo. The firefield lasts long but is small, especially compared to the bombs. And we already got a knockback on the shield to stack enemies. I don’t say its very useless, it’s just that they kinda force you to keep it in your hands to get might but it’s still weak. Other kits hit su much harder.
@ArenaNet:
Have you guys considered buffing the immobilize on Glue Shot from 1 second up to 2 seconds? From someone who plays a dual pistol engineer as a main, this change is desperately needed. As it currently is, dual pistols are barely viable as a spec, and I know a lot of people that wish they were better because they’d really like to run dual pistols regularly.
Also, I don’t think it’s asking too much to buff the bleed duration on Explosive Shot. At 2 seconds, it’s absolutely pitiful (Yes I am aware that you can stack bleeds much better with grenades, but like I said, some of us want to use dual pistols). Making it harder to stack is fine, but 2 seconds is far too limiting. boosting the bleed to 4 or even 5 seconds would at least make dual pistols a viable alternative to grenades (yes, believe it or not, some of us are sick of grenades).
Original Explosive shot had exacly 4s of bleed, but this combined whit other effect of this skill and aditional condition duration caused it to be a bit OP, so it was nerfed…to the ground, well Anet always jump from extreme to extreme so it was expected.
If you increased 4s to 8(100% condition duration) you could keep a stack of around 16 bleed on target if combined whit some traits and other skills even up to 20.
But yea, considering the "strenght"of this auto attack, it would be nice to up the damage a bit, but not direct damage since its a condition weapon, well either incresing bleed to 3s or adding another condition to it, like 1s of burning(its Explosive shot afterall).
Oh and btw, i seriously think that Anet stoped reading this threada long time a go, as ther was no new updates, for a month already, on changes to the traits based on the disscusion here.
So yea, your idea are wasted in this thread, especialy since the update is comeing in few days, by this time the traits rebalance was already finalized, so you can only hope for some smal adjustment.
(edited by Cold Hearted Person.6154)
As it currently is, dual pistols are barely viable as a spec,
I think it is a very viable spec, and that you are over reacting quit a bit here. to claim it isn’t.
Original Explosive shot had exacly 4s of bleed, but this combined whit other effect of this skill and aditional condition duration caused it to be a bit OP, so it was nerfed…to the ground, well Anet always jump from extreme to extreme so it was expected.
If you increased 4s to 8(100% condition duration) you could keep a stack of around 16 bleed on target if combined whit some traits and other skills even up to 20.
I never felt it was particularly OP compared to some auto attacks out there. As well, to reach 100% condition duration, you have to make some sacrifices and make a 30 point investment in one specific trait line that does not really benefit pistol in any other ways. I mean with shrapnel you can max stacks of bleeds with grenades. Leads to the question of why is it okay to do with grenades, but not pistol?
(edited by coglin.1867)
I’ve always regarded it as one of the defining characteristics of the Engie, given the traits that synergize with endurance, and one of the few clearly intended synergies in an otherwise bafflingly structured trait layout.
Well if it’s a “defining trait”, then it’s odd that it’s also a common feature on some other classes (Mesmer would be the one I can easily judge, I got perma-vigor on her, too
).
Guardians have perma vigor also. Plus, in the same trait line they also heal when ever they dodge in combat.
My body is ready
My body is ready
internals are ready to, if ya know what I mean
When the patch will kick in?
I’ve always regarded it as one of the defining characteristics of the Engie, given the traits that synergize with endurance, and one of the few clearly intended synergies in an otherwise bafflingly structured trait layout.
Well if it’s a “defining trait”, then it’s odd that it’s also a common feature on some other classes (Mesmer would be the one I can easily judge, I got perma-vigor on her, too
).
Guardians have perma vigor also. Plus, in the same trait line they also heal when ever they dodge in combat.
Guardians do not have perma vigor, especially in WvW when they’re running Soldier/Sentinel gear and don’t crit for kitten.
I’ve always regarded it as one of the defining characteristics of the Engie, given the traits that synergize with endurance, and one of the few clearly intended synergies in an otherwise bafflingly structured trait layout.
Well if it’s a “defining trait”, then it’s odd that it’s also a common feature on some other classes (Mesmer would be the one I can easily judge, I got perma-vigor on her, too
).
Guardians have perma vigor also. Plus, in the same trait line they also heal when ever they dodge in combat.
Guardians do not have perma vigor, especially in WvW when they’re running Soldier/Sentinel gear and don’t crit for kitten.
Sure but why is their chance to get vigor on crit twice as high, when they only have to spend a quarter of the trait points?
Neither the guardian’s, nor the mesmer’s, nor the elementalist’s access to “perma” vigor through crit has been changed.
•Firearms XI—Modified Ammunition: This trait now works regardless of the equipped weapon.
Does this modify damage when you have a kit equipped, or does it modify damage only when having a P/S, P/P, Rifle physically out in our hands?
instead of crying about condition builds maybe you should start and consider critical damage ones. Immm sooooooooooo much gunna looooove to throw my wrench at unfortunate goons post patch running a toolbelt build hehehhehehe no seriously im likely to run a 30 10 0 0 30 build and kill people with it twice as more as i used to do especialy with that new stuning toolbelt heal spell ahahaha XD
Sure but why is their chance to get vigor on crit twice as high, when they only have to spend a quarter of the trait points?
Neither the guardian’s, nor the mesmer’s, nor the elementalist’s access to “perma” vigor through crit has been changed.
Not yet anyway. It seems like the medium armor classes were singled out for vigor nerfs this time around. Perhaps the others are coming later?
No they just needed to justify more build-slaughtering enginerfs so they brought up that perma vigor crap.
No they just needed to justify more build-slaughtering enginerfs so they brought up that perma vigor crap.
Actually, most of their balance changes are done based on internal data. In other words, they are able to look at engineer builds across the game. Probably what they saw was that nearly every single one was taking speedy kits and invigorating speed. Usually, when traits/skills are so good that nearly everyone takes them, it means a nerf is coming.
The things they buffed—firearms and inventions grandmasters—were traits that nearly no one was using. It’s a good, objective method to balance. I won’t deny that engineers received an overall nerf this time around, though, at least in PvP/WvW.
To be honest guys, as a Ele/Engi player, I feel the pain of kitswitch perma-vigor gone, and yeah, it sucks. However I totally agree that Ele would become unplayable without that trait (for 10 points) and can’t understand why much tougher classes like Mesmer and Guardian have it for 5 points, that simply doesn’t make sense to me.
The things they buffed—firearms and inventions grandmasters—were traits that nearly no one was using. It’s a good, objective method to balance. I won’t deny that engineers received an overall nerf this time around, though, at least in PvP/WvW.
There’s a problem with balancing this way. People tend to pick traits based on their effectiveness/usefulness in comparison to all others available.
If you keep nerfing all the traits people use without substantially improving the rest you just end up with a bunch of junk no one wants to use.
Please don’t take that the wrong way. I don’t feel engie is in that predicament. I personally haven’t been using either of the traits that have changed and have not for months.
And while it seems a bit unfair balance wise right now that some classes still have very cheap and easy access to quite reliable permanent vigor, I don’t particularly want them to lose it either because I also play those classes and find it quite useful. So useful in fact that I always have it in pretty much every build on said classes. Funny how that works.
(edited by icewyrm.5038)
There’s a problem with balancing this way. People tend to pick traits based on their effectiveness/usefulness in comparison to all others available.
If you keep nerfing all the traits people use without substantially improving the rest you just end up with a bunch of junk no one wants to use.
Please don’t take that the wrong way. I don’t feel engie is in that predicament. I personally haven’t been using either of the traits that have changed and have not for months.
And while it seems a bit unfair balance wise right now that some classes still have very cheap and easy access to quite reliable permanent vigor, I don’t particularly want them to lose it either because I also play those classes and find it quite useful. So useful in fact that I always have it in pretty much every build on said classes. Funny how that works.
I agree that it’s not a perfect system. It’s way better than listening to people on the forums, which has brought us zerker stance, dhuumfire, and cleansing ire, among other fun balance changes.
I think it’s a good change overall. I like the fact that I’m just not sure if speedy kits/invigorating speed is worth it any more. I mean, I want to have to figure that out, not just know that it’s the best way I can spend 20 points in most builds.
I agree that the near-perma in-combat vigor minor traits need to get hit. Those aren’t choices, they’re just bonuses that pretty much every build with a crit chance gets automatically.
There’s a problem with balancing this way. People tend to pick traits based on their effectiveness/usefulness in comparison to all others available.
If you keep nerfing all the traits people use without substantially improving the rest you just end up with a bunch of junk no one wants to use.
Yes, but usually you use a second variable, that is “total combat potential”. A mix of statistical success of the class in various formats, automated computations your system hopefully spits out in regards to maximum damage, and input from testers.
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